Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Monday, 30 June 2025

Miskatonic Monday #359: The Kangaroo Route

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Publisher: Chaosium, Inc.
Author: Royce Wilson

Setting: 1930s United Kingdom to Australia, and all points between
Product: Sourcebook
What You Get: Fifty-Seven page, 42.81 MB Full Colour PDF

Elevator Pitch: “It Pays To Fly British” – Quantas Empire Airways
Plot Hook: London to Sydney in eleven days and see the Empire!
Plot Support: Aviation and travel history, a fully detailed aeroplane, seventeen adventure hooks, seventeen NPCs, three handouts, three maps, and more.
Production Values: Decent

Pros
# Detailed journey descriptions—there and back again!
# Potential campaign structure
# Visits places rarely touched upon by Lovecraftian investigative horror
# Interesting passengers
# Cocktail recipes!
# Useful for any pre- and post-World War II roleplaying game
Aerophobia
Hodophobia
Thalassophobia

Cons
# Limited in time frame and geography
# Lots of story hooks, but all need developing
# Not a Mythos sourcebook per se...

Conclusion
# Richly detailed journey description for the rich only!
# Brings verisimilitude to a long voyage

[Free RPG Day 2025] GAS-N-GUNS-A-GOGO

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Perhaps the oddest release for Free RPG Day 2025 is GAS-N-GUNS-A-GOGO, which describes itself as “a zero-prep introduction to roleplaying with cars and guns”. It is published by 9th Level Games, best known for Kobolds Ate My Baby! and more recently, the controversial Rebel Scum roleplaying game. GAS-N-GUNS-A-GOGO is odd because it is written for the Thunder Road: Vendetta RPG and because it comes in a notepad format. Even the Thunder Road: Vendetta RPG is odd because it is based on the Thunder Road: Vendetta board game, the restored version of Thunder Road from 1986, originally published by Milton Bradley, but now published by Restoration Games. The setting for all three of these—Thunder Road, Thunder Road: Vendetta, and Thunder Road: Vendetta RPG—is a post-apocalyptic world in which freeway warriors race and duke it out on what remains of the highways. Effectively, what the board game and the roleplaying game are, are adaptations, unlicensed, of Mad Max, Mad Max 2, and Mad Max Beyond Thunderdome.

Open up GAS-N-GUNS-A-GOGO and it quickly tells the reader, that as the MC, that he is going to be running a game for the next thirty minutes and explains what the various symbols mean in terms of reading thing out to the players, reading for himself, which describe obstacles, and so on. Some sections also have a symbol indicating that the MC tear the page out and flip it over. This is done straight away to reveal the basic rules as well as the characters. There are four Player Characters. They consist of Heavy Metal Crotch Rocket,a motorcycle; Off Road Football Jeep; Spooky Armoured Hearse; and Hefty Garbage Truck.

A Player Character has four stats—Shift, Street, Shoot, and Slam. Shift is a Player Character’s senses and knowledge, Steer is driving and physical action, Shoot covers all violence, and Slam is being brave and tough. Each stat has a run of numbers assigned to each stat. For example, the Heavy Metal Crotch Rocket has ‘2 and 3’ assigned to Shift, ‘3, 4, and 5’ to Steer, ‘4, 5, 6, and 7’ to Shoot, and ‘5, 6, 7,8, and 9’ to Slam. To have his character undertake an action, a player rolls a single die, the size of which depends on the character. A Heavy Metal Crotch Rocket always rolls a four-sided die, for example. In order to roll higher than the maximum on the die, the player needs to roll the maximum on the die, and that allows him to roll again and add the result. In addition, if the player rolls a one and can justify to the MC that his character can do an action, he succeeds. He must ‘Take the Wheel’ and put his character in danger though. In addition, some Player Characters can undertake actions with Advantage, meaning that two dice are rolled and the highest selected.

If a roll is a failure or something bad happens to a Player Character, there is a chance that he is in danger and takes a point of Danger. In which case, the player rolls his character’s die type and if the result is equal to or less than the character’s current Danger value, the character dies! If the roll is above his character’s current Danger value, he survives. Thus, Player Characters with low die types need to be careful, but the system—called the Polymorph System—and used also for the Mazes Fantasy Roleplaying, also published by 9th Level Games, can be lethal. This is especially so with combat, as the system is player-facing, that is, all the rolls in the game are made by the players. So, missing an opponent, means there is a chance of being fatally struck and killed by an opponent! The system is player-facing, so the MC never has to roll any dice.

The set-up for GAS-N-GUNS-A-GOGO is simple. All four Player Characters are from Friendlytown, but whilst they are away, the town was raided by Desert Pirates. Now all four are on the road, on the trail of the Desert Pirates, racing to catch up with them before the get to canyon up ahead. One of Desert Pirates spots them and about face, races to attack the Player Characters. This is played out on a simple map that looks like one of the board pieces from Thunder Road: Vendetta and gets everyone involved in a fight and used to the rules. The adventure will take the Player Characters racing into canyon, dodging obstacles and traps, and eventually to face the pirate captain in her gas station headquarters.

Physically, GAS-N-GUNS-A-GOGO is surprisingly well presented, in that it is surprise to work out exactly how it works and when you do… The information is clearly and cleverly presented for both the MC and the Player Characters in a format which is reminiscent of the flipbooks used for the scenarios for the Dark Sun setting for Advanced Dungeons & Dragons, Second Edition from TSR, Inc. However, the rules for the play are not quite as clearly presented for the MC as they could have been, but most of them become apparent once you play.

GAS-N-GUNS-A-GOGO is a bit cheap and cheerful, but it does succeed in what it sets out to do, and that is present a simple, direct, and exciting roleplaying experience in thirty minutes. It does this with easy to learn rules, a very straightforward scenario, and a clever format.

Sunday, 29 June 2025

Your SHIVER Slasher Starter

Summer camp is a tradition. A chance for the parents to take a break from their children and a chance for the children to meet other children, enjoy the outdoors, engage in outdoor activities and have some fun, whilst for the camp counsellors, it is a chance to get away from their parents, take some responsibility, and maybe have fun with their fellow camp counsellors after their charges are all in their bunks. Summer camp is also a tradition of blood and tragedy, terror and death, as some seemingly random, unrelenting Slasher sneaks out of the surrounding woods and stalks the occupants of the camp, stabbing them, cutting them, hacking them, and putting them to death in murderously inventive ways. That is, until there is one ‘Final Girl’, a survivor who will somehow put an end to the Slasher’s rage-fuelled rampage, and then go on to live a life of happiness and love, untroubled by the trauma inflicted upon her by the monster that pursued her and her friends that night… Or perhaps not.

Camp Blood is a summer sleep-away camp located on the shores of Camp Blood, surrounded by the woods, with a dark history. In the sixties, its attendees, children and camp counsellors, were stalked by a Slasher known as Lopsy, and of the staff and camp counsellors, only three survived. Now, a decade later, they have returned to Camp Blood and led by camp counsellor, Cindy Beyers, have opened it up again and welcomed another group of children for another summer of exciting and educational activities which will definitely make the counsellors’ young charges learn and grow into better adults. Of course, after a month of Cindy Beyers recounting the legend of Lopsy at every fireside ghost story telling session, everyone is tired of hearing about the Slasher and looking forward to going home! Just one more sleep and summer will come to an end…

This is the set-up for ‘Return to Camp Blood’, the scenario in the SHIVER Slasher Starter Set, one of two themed starter sets published by Parable Games for SHIVER – Role-playing Tales in the Strange & the Unknown. The other is the SHIVER Blockbuster Starter Set. More specifically, the SHIVER Slasher Starter Set ties in with the campaign supplement, SHIVER Slasher: Generation Murder, in which the Player Characters suffer an attack by a Slasher and the survivors and their descendants will go on to suffer further attacks by different Slashers down the decades, from the twenties to the noughties, each decade highlighting a different style of Slasher film. What this means is that the SHIVER Slasher Starter Set can be run as one-shot, a classic Summer Camp Slasher horror film in the style of Friday the 13th, Sleepaway Camp, and Cheerleader Camp, but it can also be slotted into the full SHIVER Slasher: Generation Murder campaign. This can be done as a flash forwards-style prequel to the full campaign, which then switches back to the beginning, if the Director does not have SHIVER Slasher: Generation Murder or it can be simply inserted into the campaign if she does.

The SHIVER Slasher Starter Set contains two books, the ‘SHIVER Starter Rulebook’ and the ‘Return to Camp Blood’ scenario book, a set of seven pre-generated Player Characters, and a complete set of SHIVER dice. The ‘SHIVER Starter Rulebook’ is a concise version of SHIVER – Role-playing Tales in the Strange & the Unknown rulebook and contains all of the rules necessary to run and play ‘Return to Camp Blood’. Player Characters in SHIVER can advance up to Tier Ten, but the ‘SHIVER Starter Rulebook’ only goes up as far as Tier Five. The SHIVER dice are of course, required to play, and one advantage of the SHIVER Slasher Starter Set is that once the scenario has been played through, the gaming group has another set of dice to continue playing the roleplaying game.

The seven pre-generated Player Characters in the SHIVER Slasher Starter Set match the roleplaying game’s seven Archetypes—the Warrior, the Maverick, the Scholar, the Socialite, the Fool, the Weird, and the Survivor—and each emphasises one of the six Core Skills and gives access to several Tiers of Abilities. The six Core Skills—effectively both skills and attributes—are Grit, Wit, Smarts, Heart, Luck, and Strange. Grit represents a character’s physical capabilities; Wit covers physical dexterity; Smarts is his intellect and capability with investigation and technology; Heart is his charisma and charm; Luck is his good fortune and the random of the universe; and Strange is his capacity for using magic, psychic powers, and so on. A Player Character also has a Luck Bank for storing Luck—one for all Archetypes, except for the Fool, who has space for three; a current Fear status—either Stable, Afraid, or Terrified; and a Lifeline—Weakened, Limping, Trauma, and Dead—which is the same for all Archetypes.

Mechanically, SHIVER uses a dice pool system of six-sided dice, their faces marked with the symbols for the roleplaying game’s six Core Skills—Grit, Wit, Smarts, Heart, Luck, and Strange. To these are added Talent dice, eight-sided dice marked with Luck and Strange symbols. When a player wants his character to undertake an action, he assembles a dice pool based on the action and its associated Core Skill plus Talent dice if the character has in that Core Skill. Further dice can be added or deducted depending on whether the Player Character has Advantage or Disadvantage, an Ability which applies, or the player wants to spend his character’s Luck, and on the character’s Fear status. The aim is to roll a number of symbols or successes in the appropriate Core Skill, the Challenge Rating ranging from one and Easy to five and Near Impossible. If the player rolls enough, then his character succeeds; if he rolls two Successes more than the Challenge Rating, it is a Critical Hit; and if a player rolls three or more dice and every symbol is a success, this is Full House. In combat, a Critical Hit doubles damage and a Full House triples it, but out of combat the Director can suggest other outcomes for both. If Luck symbols are rolled, one can be saved in the Player Character’s Luck Bank for later use, but if two are rolled, they can be exchanged for a single success on the current skill roll, or they can be used to turn the Doom Clock back by one minute.

A failed roll does not necessarily mean that the Player Character fails as he can use other means to succeed at the task if he rolls enough successes in another Core Skill for that task, though this requires some narrative explanation. However, a failed roll has consequences beyond simply not succeeding—each Strange symbol rolled pushes the Doom Clock up by a minute…

Combat uses the same mechanic with monsters and enemies—and the Player Characters when they are attacked—using the same Challenge Rating as skill tests. It is Turn-based, with the Director deciding whether each Player Character is acting First, in the Middle, or Last, depending upon their situation and what they want to do. Players are encouraged to be organised and know what their characters are capable of, the surroundings for the battle, and so on, in order to get the best out of their characters. With every Player Character possessing the same Lifeline (the equivalent of sixteen Health Points), combat can be simply nasty or nasty and deadly, depending upon the mode. Death is a strong possibility, no matter what the mode, and depending on the scenario, death need not be the end though. A Player Character could become a ghost and continue to provide help from the afterlife or even become an antagonist!

Fear in SHIVER uses the same Challenge Rating system and mechanics. A Fear Check is made with a Player Character’s Strange Dice, and if the player fails the check, the character becomes Afraid, and if Afraid, becomes Terrified. If Afraid, a Player Character loses one die from all Core Skills, and two if Terrified. This is temporary, and a Player Character can get rid of the effects of Fear by escaping or vanquishing the threat, steadying himself (this requires another Fear Check), or another Player Character uses an Ability to help him.

Narratively, SHIVER is played out against a Doom Clock. This is set at eleven o’clock at night and counts up minute by minute to Midnight and the Player Characters’ inevitable Doooommm! However, at ‘Quarter Past’, ‘Half Past’, ‘Quarter To’, and ‘Midnight’ certain events will happen, these being defined in the scenario or written in by the Director. Every scenario for SHIVER includes its own Doom Clock events. In general, the Doom Clock will tick up due to the actions of the Player Characters, whether that is because of a failed skill check with Strange symbols, a failed Fear Check, abilities for the Weird Archetype, Background Flaws, or simply interacting with the wrong things in game. What this means is that dice rolls become even more uncertain, their outcome having more of a negative effect potentially than just failures, but this is all in keeping with the genre. However, just as the Doom Clock can tick up to ‘Midnight’ through the Player Characters’ actions. It can also be turned back due to their actions. Rolling two Luck on skill checks, reaching Story Milestones, finding clues and important items, and certain Abilities can all turn the Doom Clock back.

‘Return to Camp Blood’ is the scenario in the SHIVER Slasher Starter Set. It casts the Player Characters as Camp Counsellors at the recently reopened, on another site (but nearby to the old one where the infamous massacre took place) Camp Blood. They have been serving as the camp lifeguard, assistant cook, and teachers of archery, nature, and crafts, and there is a camp roster of characters who can be linked back to the massacre at the original Camp Blood. There is a good explanation of its set-up and advice on how to run the scenario. It opens with the Player Characters sat round the campfire, chatting about their experiences over the summer, which sets up some nice little flashbacks that can be played through, such as stopping another counsellor picking on a young camp attendee or going in search of a missing member of staff. Not only does this allow the players to try out the mechanics of the roleplaying game before the action starts, it gives them their characters the opportunity to earn some merit badges—no matter the outcome—that can then be used by a player as a one-time bonus during the rest of the scenario.

After hearing Cindy Beyers relate the story of how Lopsy attacked the original Camp Blood one more time, the action proper begins! The Player Characters are sent to check on some missing counsellors who have sneaked off like any true teenagers in lust at summer camp must. Of course, this being a horror scenario in the Slasher genre, the missing counsellors are going to be found, in the burnt out ruins of the original camp, and of course, dead, and with signs of terror on their faces! That is when the Player Characters’ own terror begins as arrows fly out of the darkness and they are stalked back to the new camp, and back and forth, Slasher known as Lopsy seemingly having returned to wreak havoc just as he did a decade before. Initially, the Player Characters have a chance to hide, but this is a Slasher horror film and Lopsy is not going to let anyone hide for long! In keeping with the genre, the Player Characters will be flushed out and go on search of a means to stop the unrelenting stalker. Ultimately, the Player Characters will be forced to face the Slasher in a final confrontation, and that is when ‘Return to Camp Blood’ pulls its twist. It is a fitting twist, one that perceptive or knowing players might work out a little earlier as there are hints in the scenario, but ups the ante and makes for a big battle when during which the merit badges earned earlier are going to come in really handy.

In addition to the advice on the set-up and running of ‘Return to Camp Blood’, the Director is presented with a variety of endings she can use, Doom Clock events the players and their characters can trigger, and a compendium with depictions of all of the Camp Blood Badges, equipment that can be found and used in the fight against Lopsy, including Snuffles the bunny (who deserves star credit), and stats for the various enemies, which of course, includes Lopsy. There is advice too on how to portray him and what he does in combat.

Physically, the SHIVER Slasher Starter Set is a good-looking box. The inclusion of the roleplaying game’s tables on the inside lid of the cover means that the Director has an easy rules reference and screen, whilst the dice do sit in their own niche in the bottom of the box. The books themselves are well-presented with excellent artwork done in a style similar to that of Mike Mignola and his Hellboy comic. The writing is clear, but could have done with an edit in places.

The SHIVER Slasher Starter Set is a solid introduction to SHIVER – Role-playing Tales in the Strange & the Unknown, whether or not the Director wants to run the SHIVER Slasher: Generation Murder campaign. If she does, then it is a worthy addition, fitting into a decade not covered in the sourcebook and campaign. If not, the scenario is still fun and the players can enjoy the clichés of the genre and the twist that ‘Return to Camp Blood’ gives them.

[Free RPG Day 2025] Titanskeep: Where the Zal River Flows

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Titanskeep: Where the Zal River Flows is an introductory adventure set in the world of Kaelador and more specifically in Zaltroonia, a politically unstable region previously dominated by mining interests that have since left, relegating the area to one of lawlessness and greed. Worse, the major thoroughfare through the region, the Zal River, has been poisoned by the waters of a river in the netherworlds. Published by Hexed Ink LLC, it is actually intended as a systems neutral setting, but for this first adventure, it has been written to be played using six Third Level Player Characters for Dungeons & Dragons, Fifth Edition. As the scenario opens, the Player Characters are travelling down the Zal River aboard a skiff, heading for Harthorpe, the port that stands at the mouth of the river where she flows into the sea. After the opportunity for the players to introduce their characters, the action gets going with an attack by giant mutant crocodiles that pitch everyone overboard, smashes the skiff, and leaves them fleeing the shore, where hopefully they will escape the notice of the vile amphibious reptiles chomping their supplies, the skiff, and the remains of her poor captain.

The Player Characters are thus stranded on the banks of the river, with at least a week’s walking required if they want to get to Harthorpe, and they barely have time to recover before they are attacked by bandits. The journey south takes them through the barren terrain along the river, through a swamp and out again, to get to the port. Once the bandits are dealt with, the next problem they face is one of food and water, but the Player Characters will have to deal with former colleagues in service to a warlord, transforming demons, and their reputations. What makes these encounters interesting is that each of the Player Characters has his or her own secret which should come into play as the scenario proceeds. Titanskeep: Where the Zal River Flows includes two appendices. The second gives the stats for the Demon Crocodile, but the first—and far more interesting appendix—gives the background and secrets to each of the scenario’s six pre-generated Player Characters. They include a Human Bard who has been hired to investigate the strange magical properties of the River Zal; an Elf Rogue looking for partner after they got separated following a theft; a Half-Orc Paladin with secret knowledge about the region of Zaltroonia; a Dwarf Barbarian who found himself in the service of a would-be warlord; a Human Cleric transporting one half of a holy relic; and a Gnome Ranger who is a suspect in a murder case. In addition, all six Player Characters have a strong motivation for wanting to get to Harthorpe.

Physically, Titanskeep: Where the Zal River Flows is a surprisingly small book, just a digest-sized booklet. It is also quite short, at fourteen pages long. This leaves room for just the one piece of art, depicting the city of Harthorpe. There is one map, but it is rather plain and not all that useful. A map of the region and the travel route would have been more useful.

Titanskeep: Where the Zal River Flows is not a great adventure. It is linear and picaresque and does not really bring to life what it is that makes the setting of Titanskeep and Kaelador and Zaltroonia different from any other. Yet the adventure is playable and the backgrounds to the Player Characters and their secrets should encourage roleplaying and these are nicely tied into the events of the story.

Saturday, 28 June 2025

[Free RPG Day 2025] Arzium Quickstart Guide 2

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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The Arzium Quickstart Guide 2 is the introduction to the Arzium Roleplaying Game, the second following the release of the Arzium Quickstart Guide for Free RPG Day 2024. It is not, though, an introduction to the World of Arzium. That would be the series of board games designed by Ryan Laudkat and published by Red Raven Games, including Above and Below, Near and Far, and others. It presents a fantasy world filled with mysteries, magic, and forgotten technology, above and below ground. The Arzium Quickstart Guide is a slim affair, providing a very basic overview of the setting, an explanation of the mechanics, a short adventure, and four pre-generated Player Characters. Arzium is described as a world of strange mechanics and strange magics, some of it scavenged from fallen civilisations, some of its developed by the newly arisen city-states, industrialised with devices powered by bottled demons and rare crystals. The world is also a diverse one, being home to Humans, Hogfolk, Fishfolk, Lizardfolk, Birdfolk, and other species, including Robots! In the City-state of Arc, far to the south of Surstrayne Forest, location of the village of Above, and underneath it, the village of Below, the Academy of Gom has been beset by a series of thefts, which are believed to have been committed by a mysterious organisation known as the Shattered Knife! Although the Academy of Gom has tight purse strings, the thefts need to be investigated!

Mechanically, the Arzium Quickstart Guide and thus the Arzium Roleplaying Game, is a dice and resource management game. A Player Character has six attributes—Strength, Reflexes, Knowledge, Cunning, Perception, and Craft. Each ranges in value between zero and ten, and presents a pool of points that a player can spend to modify dice rolls. A standard difficulty is seven, whilst a hard one is ten. The maximum that a player can spend on a challenge is five. To have his character undertake an action, a player rolls a ten-sided die and attempts to equal or exceed the difficulty. Results less than the difficulty have a failure forward outcome in that the story continues despite the negative outcome. The latter might be an actual failure, but it can also be that the action succeeds and the Player Character or an item of equipment suffers damage, or even that the whole situation changes. In addition, if a six is rolled on the die, then a complication is automatically added to the situation. Resting for at least half a day will restore a Player Character’s spent attribute points.

In combat, the Player Characters typically act first and then the enemy. When a Player Character acts, he moves first and then takes an action. All attacks succeed in hitting and inflict damage as per the die type for the weapon or type of attack. The damage inflicted can be increased by spending points from the associated attribute. Armour reduces the amount of damage suffered. Attacks, abilities, and spells can also temporarily affect Power, a measure of NPC and monster ability to inflict more damage. Each monster and NPC gains one Power at the start of each turn, but because the Player Characters act first, they directly affect the monster and NPC capacity to inflict more damage. The rules also allow for gambits, inventive actions which can change the environment or affect monsters and NPCs, but without inflicting damage.

Casting spells requires the expenditure of Attribute points, but not a dice roll. However, a dice roll is required to take account of magic being whimsical and occasionally dangerous. When a spell is cast, the Game Master rolls a ten-sided die and if a one or two is rolled, she also rolls on the ‘Whimsical Magic’ table. This might result in the caster smelling like rotting garbage for a day or temporarily grants a nearby object life as it grows limbs and runs around in a chaotic manner.

Other rules for the Arzium Quickstart Guide 2 and the Arzium Roleplaying Game can be found on the character sheet. For example, it uses an inventory system of boxes for gear and offers Memory Knots as a means to maximise a die roll. This requires the player to explain why a particular memory will help his character in the current situation. The Arzium Quickstart Guide 2 includes four pre-generated Player Characters. They include a Human Treasure Hunter good at exploring caves and old facilities,
a Toadfolk Investigator with a grasping tongue, and a Hogfolk Curstic Mystic with a knowledge of curse-related spells.

The scenario in the Arzium Quickstart Guide 2 is ‘Flight into Madness’. The Player Characters are hired by the Academy of Gom in the City-state of Arc following a series of thefts by the secret organisation known as the Shattered Knife and following an attempt by the Academy of Gom’s best and brightest to investigate the thefts thwarted by sabotage upon the part of the Shattered Knife. Boarding a ramshackle airship, the Player Characters are only armed with a couple of leads that their employer, Professor Argof, gave them. Following both will lead them over the seas to a large island and eventually to the secret base where the Shattered Knife has its headquarters. There they will meet, Zaradin, the head of the organisation, who will give them to opportunity to join him. The Player Characters are fee to do, fight, or run away. Fighting is a difficult option as there are so many members of the Shattered Knife that can call upon Zaradin. However, no stats are given for Zaradin.

‘Flight into Madness’ is short. Playable in an hour—or two at the most. Yet, the whole of the Arzium Quickstart Guide 2 is short. Consequently, it feels underwritten and slightly underexplained, particularly when it comes to NPCs and combat, but the mechanics are simple enough that they can be understood. The scenario though is underwhelming and does not give the players and characters much to do beyond face a series of combat challenges.

Physically, the Arzium Quickstart Guide 2 is decently put together. The cartography and artwork are good, and it is all clean and tidy. Yet as nice as it looks, the Arzium Quickstart Guide 2 does not successfully bring the world of Arzium to life and make it a setting that you want to visit in play. There is not enough of the setting and the scenario is cursory and short and not enough to really sell the reader on the Arzium Quickstart Guide 2, let alone on the
Arzium Roleplaying Game. Ultimately, the Arzium Quickstart Guide 2 showcases everything that the Arzium Quickstart Guide got wrong for Free RPG 2024 by repeating them exactly. As an introduction to the setting of Arzium,the Arzium Quickstart Guide 2 just about works. As as a quick-start the Arzium Quickstart Guide 2 comes up woefully short at barely four pages long of actual adventure...

[Free RPG Day 2025] Whispers of Chaos

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Whispers of Chaos is a scenario for the Aetherial Expanse setting published by Ghostfire Gaming, one of three released by the publisher for Free RPG Day 2025. All three scenarios and settings are written for use with Dungeons & Dragons, Fifth Edition and designed to be played by a party of five to six Player Characters of Third Level. The scenario opens with ‘Welcome to the Aetherial Expanse’, a much needed description of the setting and its key features, because the scenario does not have a back cover blurb. What it tells the reader is that Aetherial Expanse is a realm of high fantasy which lies on the Astral Plane, one which combines the Age of Sail and Golden Age of Piracy with magic and swashbuckling action under a sky of swirling stars, that is just a little reminiscent of the Spelljammer setting for Advanced Dungeons & Dragons, Second Edition. Wind flows from the Elemental Planes to fill the sails of the ships, rain falls from the Material Plane on the islands that dot the Astral Plane and swirl around the Maelstrom, the enormous aether-storm at the heart of the Astral Sea. Planar Portals lead elsewhere, lost civilisations lie beneath the poisonous liquid aether of the Astral Sea, and aether comes in three forms—liquid, vapour, and solid. Aetherium crystal can be found floating in the Astral Sea like icebergs, but is rare and can even be used as a power source or a weapon. The Astral Emergents are those reborn and healed in the bodies of the recently dead, having been lost in the waters of the Astral Sea. Two powers from the Material Plane have invaded the Aetherial Expanse and founded colonies, the Kingdom of Ayris, a small, but powerful mercantile kingdom, and the expansive Karelagne Empire. It is less than a decade since the warring powers signed an uneasy truce, their rivalry exhibiting in feuds and acts of piracy and privateering.

In Whispers of Chaos, the Player Characters are hired by Professor Delkin Doss, an anthropology teacher. He wants to recover an ancient book of dark secrets, Godlike: Research, Stories, and Theories, which has been stolen from him by a sage, Dr. Marigold Brambletoe. A student, the Gnome, Sophia Blush, has managed to get word to him of where Doctor Brambletoe has taken the tome. This is the uninhabited Tumult Isle which lies close to the Maelstrom, where Nth Degree, a cult of Karelagne zealots, have established a base of operations where she can conduct his research. Unfortunately, Professor Delkin Doss is on a budget and has a booked passage on the Ethnos, completely unaware that some of the crew are very unhappy. So unhappy that they mutiny! This is the first big event of the scenario, throwing the Player Characters into the action, ideally being able to deal with the mutineers before sailing on, though notes are given suggesting what might happen if the mutineers prevail. Either way, the Ethnos is left shorthanded and the Player Characters are expected to pitch in. Here is where the scenario mixes it up with fun with some activities aboard ship—cooking meals, coming across a derelict ship, searching for Moose, the ship’s cat, and much more… These are pleasingly entertaining and keep the Player Characters busy until it throws them into the main action of the scenario.

This takes place in the Tumult Facility. The Player Characters need to find a way past the partially open frond or, but once inside discover a scene of bloody devastation. There are bodies everywhere as if monsters have been rampaging through the facility, and as they explore further, they will not only find several of those monsters, but also that the Tumult Facility has a surprisingly modern feel, including a welcome centre, shower room, and games room! Their progress is marked by the whole facility suddenly shaking again and again, each time the intensity increasing as if Tumult Isle was beset by ground tremors building up to an earthquake. This adds to the creepy tension that pervades the blood spattered facility, but eventually the Player Characters will discover the cause—a Maw, a great toothy mouth protruding from a crack in the ground, spitting monsters into the realm, as its tentacles flail and attempt to draw power from several Astral Emergent prisoners! The Player Characters are likely to have found Godlike: Research, Stories, and Theories by now, but this monstrous thing, even one constrained by the size of the crack in the floor of the facility, needs to be defeated, and even though it is constrained by the size of the crack in the floor of the facility, it is a challenging foe. Defeating the toothy, tentacled terror will bring the scenario to an exciting close.

The scenario comes with three appendices. The first gives stats and details for the scenario’s monsters, including a Ship Mimic! The second and third describe a card game that the Player Characters might play aboard ship and the effects of aether poisoning. The scenario includes maps of the Tumult Facility, the Ethnos, and the Astral Sea. A set of resources is also available for all three of the scenarios published by Ghostfire Gaming. They include maps, tokens, and pre-generated Player Characters for each. For Whispers of Chaos, the Player Characters consist of a Kobold Cleric with the Aether Domain; a Dwarf Fighter with the Corsair Raider subclass and Starlight Sea Raider Background; an Automaton Wizard with the Technomage Subclass and the Karalagne Naval Magewright Background; a Dragonborn Rogue with the Veiled Guardian Subclass and the Ayrissian Magnate Background; a Bard from the College Of The Blade Dancer and with the Opportunist Of The Expanse Background; and an Astral Emergent Ranger with the Expanse Wayfinder Subclass and the Silvery Sea Wanderer. All six are nicely detailed and come with some background as well as an illustration and an explanation of all their abilities and features.

Physically, Whispers of Chaos is well presented. The artwork and the maps are excellent, and the scenario is well written. The only disappointment is the lack of a back cover blurb to inform the reader what Whispers of Chaos actually is.

The biggest problem with Whispers of Chaos is the background. Not that it is not a good background—it is. Rather that there is a fair bit of it to impart to the players before they can start to play the scenario. Once over this hurdle, Whispers of Chaos is a really entertaining scenario, especially the scenes aboard the ship, that all together serves as a solid introduction to an intriguing setting.

Friday, 27 June 2025

[Free RPG Day 2025] Dragonbane – The Magistrate’s Gambit

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Dragonbane – The Magistrate’s Gambit
is a preview of, and a quick-start for Dragonbane, the reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982. Funded via a Kickstarter campaign by Free League Publishing in 2022, Dragonbane promises to be a roleplaying game of “mirth and mayhem”. It includes a basic explanation of the setting, rules for actions and combat, magic, the adventure, ‘The Sinking Tower’, and five ready-to-play, Player Characters.

‘The Magistrate’s Gambit’ scenario is designed as a tournament style adventure and can be played in two hours. This means that it is intended to be run for multiple groups and their scores at the end collected and compared to determine a winner. However, this does not mean that it cannot be added to an ongoing campaign, but rather that it includes a scoring sheet to determine how well one group of players fared compared to another. That said, two hours is tight for the scenario and outside of a tournament, the Game Master can easily prepare the scenario and run it in a single session. The Game Master will need a timer of some kind. The scenario includes everything necessary to play—pre-generated Player Characters, maps, puzzles, and more. If the scenario is being run as part of a standard campaign, a Rogue and a Wizard are recommended Player Characters. The scenario setting also suggests that it is located near a large town or city.

The five pre-generated Player Characters include a Human Wizard (Fire Elementalist), an Elf Hunter, a Mallard Knight (yes, a duck knight!), a Halfling Thief, and a Wolfkin Warrior. All five Player Characters are given a double-sided sheet with one side devoted to the character sheet whilst the other gives some background to the Player Character, an explanation of his abilities, and an excellent illustration. One issue is with the Human Wizard, whose player will need to refer to the magic section of the rules in Dragonbane – The Magistrate’s Gambit to find out how his spells work. It would have been far more useful for them to be at least listed along with costs for the benefit of the Wizard’s player.

A Player Character has a Kin, which can be human, halfling, dwarf, elf, mallard, or wolfkin. He also has six attributes—Strength, Constitution, Agility, Intelligence, Willpower, and Charisma—which range in value between three and eighteen, as well as a Profession. Both Kin and Profession provide an ability which are unavailable to other Kin and Professions. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession. A Player Character has sixteen skills, ranging in value from one to fourteen.

To have his player undertake an action, a player rolls a twenty-sided die. The aim is roll equal to or lower than the skill or attribute. A roll of one is called ‘rolling a dragon’ and is treated as a critical effect. A roll of twenty is called ‘rolling a demon’ and indicates a critical failure. Banes and boons are the equivalent of advantage and disadvantage. Opposed rolls are won by the player who rolls the lowest.

If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.

Initiative is determined randomly by drawing cards numbered between one and ten, with one going first. A Player Character has two actions per round—a move and an actual action such as a melee attack, doing first aid, or casting a spell. Alternatively, a Player Character can undertake a Reaction, which takes place on an opponent’s turn in response to the opponent’s action. Typically, this is a parry or dodge, and means that the Player Character cannot take another action. If a dragon is rolled on the parry, the Player Character gets a free counterattack!

Combat takes into account weapon length, grip, length, and so on. The effects of a dragon roll, or a critical hit, can include damage being doubled and a dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour.

Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting.
Dragonbane – The Magistrate’s Gambit also includes rules for other forms of damage such as falling and poison, plus darkness and fear. Fear is covered by a Willpower check, and there is a Fear Table for the results.

A Wizard powers magic through the expenditure of Willpower Points. Typical spells cost two Willpower Points per Power Level of a spell, but just one Willpower Point for lesser spells or magic tricks. Spells are organised into schools and each school has an associated skill, which is rolled against when casting a spell. Willpower Points are lost even if the roll is failed, but rolling a dragon can double the range or damage of the spell, negate the Willpower Point cost, or allow another spell to be cast, but with a Bane. Rolling a demon simply means that the spell fails and cannot be pushed. A spell cannot be cast if the Wizard is in direct contact with either iron or steel.

Three spells and three magical tricks are given in
Dragonbane – The Magistrate’s Gambit. These are all fire-related, designed for the Wizard Player Character. The magical tricks include Ignite, Heat/Chill, and Puff of Smoke, whilst the full spells are Fireball, Gust of Wind, and Pillar.

The scenario in Dragonbane – The Magistrate’s Gambit is ‘The Magistrate’s Gambit’. This takes place in Archmage Kalisial’s palace where each year she meets an old friend, Magistrate Stalomer, for a game of smickleboard. When they were young, they were adventurers, and together they found a magical necklace. Both wanted to wear it, but to decide who would for the following year, they decided to play the game, with the winner getting to wear it. Magistrate Stalomer has never won a single game despite his having studied smickleboard for years, and as he nears the end of his life, he just wants to wear it the once. Yet he suspects that Archmage Kalisial, his old friend, is cheating by using three magical artefacts. These are a wig, a pair of gilded spectacles, and an onyx game board and if he can replace them, he thinks that for once, he will prevail in the annual game. To that end, he hires the Player Characters and instructs them to attend the party, find each of the suspect artefacts and replace them with replicas he has made.

So what the Player Characters have to do is sneak away from Archmage Kalisial’s party and explore the rest of her palace for the location of the three artefacts. Given that they only have an hour to explore the palace, it is actually quite large, with eleven rooms that they will probably want to examine. There is a strong emphasis on puzzles and interaction, with the possibility of a little combat along the way, and the puzzles are actually supported by handouts that the Game Master can cut out and present to her players. All of the locations are highly detailed and there is usually a lot to examine and interact with in each room. The Player Characters will also find plenty of treasure to take away with them, which they will, as this is how Magistrate Stalomer plans to pay them. The Game Master will need to keep track of the Player Characters
’ actions as they have the potential to first arouse Archmage Kalisial’s suspicions and eventually alert her to their activities. Her initial suspicions will make it increasingly difficult for the Player Character to sneak about and act surreptitiously, and will ultimately result in her sending servants to investigate if she becomes too concerned.

Eventually, a bell will ring (in other words, the timer set by the Game Master will go off) and the party proper will begin. This will be followed by the game itself being played between Archmage Kalisial and Magistrate Stalomer. How well he does will depend upon how successful the Player Characters have been in substituting the three items. In game terms, the Player Characters earn points for various objectives achieved throughout Archmage Kalisial’s palace, whilst her vigilance level is substracted from this and a twenty-sided die is rolled against the resulting value. If the roll is equal to, or below the value, then Magistrate Stalomer wins!

Physically, Dragonbane – The Magistrate’s Gambit is clean and tidy. The cartography is excellent, but the artwork and illustrations are superb. The handouts are also very good. They are done by Johan Egerkrans, who also illustrated Vaesen and possess a grim, if comic book sensibility.

Dragonbane – The Magistrate’s Gambit is a well done tournament adventure, packed with puzzles and secrets that the players and their characters need to discover and solve before the time limit of the scenario. It is effectively, an anti-heist scenario that is till played out with all of the stealth of a classic heist scenario. As a standard adventure, it can be played out at a more leisurely place and will be no less challenging, though without the time limit. Either way, Dragonbane – The Magistrate’s Gambit is a tightly designed and impressive little scenario, which not only has the potential to be a lot of fun, but which also feels refreshingly different from other scenarios for Dragonbane.

[Free RPG Day 2025] The Scourge of Sheerleaf

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. The emphasis in these releases have invariably been upon small species. Thus, in past years, the titles released for the Pathfinder Roleplaying Game have typically involved adventures with diminutive Player Characters, first Kobolds, then Goblins, and then with the release of A Fistful of Flowers for Free RPG Day 2022 and A Few Flowers More for Free RPG Day 2023, it was Leshies, where as for Free RPG Day 2024, it was the turn of toys with The Great Toy Heist! However, for Free RPG Day 2025 literally makes a big change by making the scale of its contribution for the Pathfinder Roleplaying Game big and make the villain of the piece even bigger!

The Scourge of Sheerleaf is designed for four Tenth Level Player Characters and makes use of the Pathfinder Roleplaying Game Player Core, the Pathfinder Roleplaying Game GM Core, the Pathfinder Roleplaying Game Monster Core, Pathfinder Rage of Elements, Pathfinder Secrets of Magic, and Pathfinder Last Omens Grand Bazaar. It is a lot of sourcebooks and rulebooks, and what it means is that it supports the Game Master and the gaming group who has already invested time in the roleplaying game. This is not to say that the Game Master who has access to all of those books could not run the adventure for players who do not, running it as one-shot or demonstration adventure. That said, being designed for use with Tenth Level Player Characters means that The Scourge of Sheerleaf is more complex to run and play than the useful offering for low Level Player Characters that Paizo, Inc., normally releases for Free RPG Day.

The Scourge of Sheerleaf is set in the town of Sheerleaf which stands below Mount Zoldos,  between the Arthfell Mountains and the Arthfell Forest. It comes to the attention of the Player Characters when come across a pamphlet being circulated in nearby taverns. It tells of how the village has been attacked by a dragon, demanding fealty from the villagers, and wrought its revenge when the demand was rebuffed. When they arrive in Sheerleaf to help, they will find several collapsed buildings, many people now living in tents, and the town’s the mayor, Eliana, waiting for them. She will be able to tell the Player Characters that Zikritrax, the dragon, is an Adamantine Dragon, and with its ‘Avalanche Breath’ attack, was able to pummel the buildings into collapsing; that he has a lair in a cave up on Mount Zoldos; and worse, that Zikritrax not only refuses to negotiate, but because the town has still not acquised to his demands, has kidnapped Eliana’s wife and children. So, not only do the Player Characters have to defeat an Adamantine Dragon, they have to recuse a women and her children!

The action part of the scenario sees the Player Characters ascend the mountain, avoiding an avalanche on the way, and entering the cave. Here, they will face Zikritrax and his Armoured Cave Bear minions. Zikritrax is a tough opponent, being thirteenth Level, possessing 220 Hit Points, fearsome claw and tail strike as well as the ‘Avalanche Breath’ attack, let alone the fact that it has a ‘Fearsome Presence’ and a ‘Resilient Form’. The former inflicts fear, of course, whilst the latter potentially downgrades critical attacks against the creature.

And that is it. As an adventure, The Scourge of Sheerleaf is short. It is also very combat focused and arguably really only consists of combat since there is no other way to resolve the situation.

The rest of The Scourge of Sheerleaf is dedicated to the four pre-generated Player Characters. They are all Tenth Level and they all share a similar feature—their Heritage is ‘Dragonblood’. They consist of Brave Wanderer, a Leshy Sorcerer; Kiana, a Human Figher who has the wings, horns, and scales of a dragon; Ruvior, an Elf Cleric who uses a wheelchair; and Sizkmi, a Kobold Rogue with dragon wings. All four are given a two-page spread each and each includes his background, a guide to playing the character, with notes on whet he will do in combat, exploration, and when healing is required, as well as what he thinks about the other characters. The four Player Characters are very well done and easy to read, and also include references for the various abilities.

Physically, The Scourge of Sheerleaf is professionally presented. The artwork is excellent and the writing is clear. The one map included, which is of Zikritrax’s lair, is serviceable.

Despite how professionally The Scourge of Sheerleaf is done, it is difficult not to be disappointed at the end result. The adventure consists of three scenes, an underwritten roleplaying scene, an exploration scene, and a combat scene, the combat scene being the one that dominates the whole scenario. And that is it. There is very little on the town of Sheerleaf, and certainly no map of it, and the players and their characters have no real agency as to how they tackle the scenario and there is almost no scope for roleplaying. Further, whilst the adventure is simple—arguably simplistic—its Player Characters are complex with a lot of mechanical detail as befitting a Tenth Level Player Character. The end result is that The Scourge of Sheerleaf is likely to be too complex for players new to the Pathfinder Roleplaying Game and little more than a single encounter for players who have been playing it for a while. It is thus difficult to work who exactly, The Scourge of Sheerleaf is aimed at. 

Monday, 23 June 2025

[Free RPG Day 2025] Scry, Scry My Little Eye

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Scry, Scry My Little Eye is a scenario for Dungeons & Dragons, Fifth Edition. It is published by Loke BattleMats and a tester, not to say a taster, for the publisher’s Dungeon Designer Cards. It is designed to be played with four Player Characters, each of Second Level, and completed in a single session, two at most. The set-up is simple. A powerful Mage offers the Player Characters a job. This is to test a dungeon that he has designed and built. All the Player Characters have to do is survive, locate ten Runes that have been hidden around the dungeon, they will be rewarded with a 1000gp for their efforts. The mage, Sazovar, explains that he will monitoring their progress and in return promises no fatalities, even in the if it would appear that the entire party has been killed. What it means is that as far as they are concerned, the Player Characters are being paid to practise their dunegeoneering skills. What it actually means is slightly creepier...

Sazovar has designed the dungeon to be watched. However, not just by himself, but by his friends and colleagues too, and to keep the tension and excitement high, he is quite happy to change things in the dungeon and thus keep the hired adventurers on their toes. This is represented by the key feature dungeon, which itself consists of several connected rooms across two maps included in the centre of the adventure. This feature consists of the Dungeon Designer Cards. These are double-sided. The front depicts a piece of dungeon furniture or dressing, such as a chest, desk, storage shelves, broken floor, pool of water, and so on. Flip them over, and they present the Dungeon Master with a set of four choices. So, the ‘Pool of Water’, “A broken section of floor has filled up with brackish foul smelling water.” The choices on the back consist of a ‘Deep Dive’, ‘Acid’, ‘Damp Coins’, and ‘Watery Dead’. The Dungeon Master can chose one or roll for one, and in the case of ‘Pool of Water’, the ‘Deep Dive’ is a narrow, deep pool containing a glinting Clue; the ‘Acid’ will inflict damage to anything or anyone which falls in; the pool contains ‘Damp Coins’, but the water stinks; and in ‘Watery Dead’, there is a Ghoul hiding just under the surface of the water! The clues in the case of Sazovar’s test dungeon all give the Player Characters a Rune which they need to complete the dungeon and gain Sazovar’s reward. There is a total of sixteen Dungeon Designer Cards, each measuring roughly fifteen-by-twenty feet.

The scenario begins with ‘5E in 5 Minutes’, a very quick guide to Dungeons & Dragons, Fifth Edition, followed by an explanation of the scenario’s adventure, the hook to get the Player Characters involved, how the Dungeon Designer Cards work, an explanation of the background for the Dungeon Master. All of this is easy to read and prepare, and there is advice too, on how to run the dungeon. In this case, it means adding audience interaction, adjusting the difficulty as necessary, and so on. There are suggestions to, as how to use the scenario once the Player Characters have through it once. There is scope here, of course, for the Player Characters to replay the dungeon with the different options on Dungeon Designer Cards, ones they have not previously encountered, or for Sazovar to populate it with tougher challenges.

The Dungeon Master is supported, not just with maps she can use and the Dungeon Designer Cards she can cut out, but also tokens for the monsters and the Player Characters. The latter also have their own character sheets and consist of a Half-Orc Barbarian, a Halfling Bard, a Human Wizard, and a Half-Elf Rogue. These are all fully fledged characters with some background as well as their stats.

Physically, Scry, Scry My Little Eye is well presented. The artwork is decent, but the maps are very good. This should no surprise given the publisher. One nice touch is that references to monsters, items—magic or not, and clues are colour-coded to make them easier to spot.

Scry, Scry My Little Eye is an easy dungeon to run with very little preparation since the Dungeon Designer Cards do the dungeon design and dressing. It can be run as a one-shot, a convention scenario, or run as part of a campaign, perhaps with the Player Characters becoming dungeon scouts and surveyors to find wilder and more extravagant encounters to implement in their patron’s dungeon, and even expanding the size of test dungeons with further maps from Loke Battle Mats.

[Free RPG Day 2025] The Avengers Expansion Preview

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The Avengers Expansion Preview is the Free RPG Day release for 2025 for the Marvel Multiverse Role-Playing Game. It is superior in every way over the release for the Marvel Multiverse Role-Playing Game for Free RPG 2024. The X-Men Expansion Preview, was literally that, a preview of the then forthcoming title. The Avengers Expansion Preview is anything but a preview of the forthcoming supplement detailing Earth’s Mightiest Heroes for the roleplaying game. Instead, it presents a complete scenario that can be played in a single session. What is slightly misleading is that whilst the cover does depict members of the Avengers, the players do not get to roleplay them. Instead as the cover states, they get to roleplay members of the current version of the Thunderbolts! This is more in keeping with the current version of the team’s line-up as vigilantes, founded by Bucky Barnes, the Winter Soldier, prepared to deal out justice to those villains, who time and again, manage to avoid punishment. They are The Destroyer (Sharon Carter), Red Guardian (Alexi Shostakov), U.S. Agent (John Walker), White Widow (Yelena Belova), and The Winter Soldier (Bucky Barnes). Whilst not quite the same, this line-up is similar to that seen in the Marvel Cinematic Universe film, The Thunderbolts, so players could take inspiration from the film in roleplaying them.

The scenario is designed for four or five players, it being suggested that the Narrator roleplay The Winter Soldier as an NPC. There is some advice on running the scenario, what the Narrator will need, and more, but ultimately, the Narrator will need the quick-start rules (available here) or the Marvel Multiverse Role-Playing Game rulebook, and also the character profiles for The Thunderbolts (also available here). The scenario is a two-act affair in which the Thunderbolts are invited to Tony Stark’s birthday party in the Avengers Tower. In the first act, the heroes arrive at the Avengers Tower in the secure garage, ready to go through security and ascend to the actual party. This is a social affair in which the heroes get to interact with fellow guests and others. They journalists such as Ben Urich of the Daily Bugle, archaeologist and adventurer, Doctor Kate Edwards, and even a celebrity mentalist, The Amazing Merlin. These can be selected by the Narrator or chosen randomly, but they present a good mix of characters, all with different motives and interests, some which actually align with those of the heroes. The scene takes the heroes out of their comfort zone and puts them on the red carpet as minor celebrities, with all of the challenges that entails.

The second act begins with a bang—onscreen! Having got through security and been able to watch the party upstairs on various video screens, the heroes see it crashed by a woman riding in a howdah atop a giant white swan. However, before the Avengers present at the party can react, the woman sends them all into a slumber using a Runestone. It is clear that the woman is using magic and the Runestone suggests that she might be an Asgardian. Security clears the Thunderbolts just in time and tells them to get in there and deal with the problem. If the first act was social, the second act is physical and a big fight. The Heroes are facing none other than the very powerful Enchantress and her henchman, Skurge. The fight is quite a tough one, as in addition to the Asgardians, the Heroes are facing trolls and ice giants. Simply facing them head on is likely to lead to defeat and the success of the Enchantress’ plans, but there are clues around which will suggest an alternate means of stopping her, at least for long enough until the Avengers can be woken up and are ready to enter the fray once again.

Again, the Narrator is given some advice on how to stage the battle and the adventure comes to a close with some suggestions as to what will happen next, which will vary depending upon how well the Thunderbolts succeeded. Lastly, there are some associated adventure seeds that the Game Master can develop if she wants to take the Thunderbolts on further missions.

Physically, The Avengers Expansion Preview is well presented. The map is nice and clear and it should be no surprise that the art is good too, given the sources that the designers can draw upon. The adventure does actually reference a lot of issues of various comics from the seventies, eighties, and nineties, though they are not required reading to run or play the scenario.

Some players may be disappointed that given that The Avengers Expansion Preview is a preview for the forthcoming Avengers sourcebook that they do not get to play the Avengers. This may be a fair point, but the Thunderbolts are far from uninteresting and anyway, according to Marvel Cinematic Universe continuity, they sort of are depicting the Avengers! Nevertheless, The Avengers Expansion Preview is a solid, serviceable scenario for the Marvel Multiverse Role-Playing Game.

Sunday, 22 June 2025

The Old World Anew (Part I)

The Empire, located at the heart of the Old World, has stood for two thousand years, ever since it was founded by Sigmar following his alliance with the Dwarves and defeated the hordes of goblins and orcs at the Battle of Black Fire Pass. Yet for half that time, scholars and Elector Princes have been muttering that it has been in decline, ever since the time of Emperor Boris Hohenback, divided into a series of independent counties, duchies, and principalities, feuding and occasionally skirmishing with each other. Unity between them is rare, the last time being during the Vampire Wars a century ago. Now, in the year 2276 IC, the Empire stands without an Emperor and four claimants. Count Sigismund Ulric of the Grand County of Osterlund and the great city of Middenheim, descendant of the Wolf Emperors of the north, who must contend with his own independently-minded subjects. Empress Elspeth Magritta VI rules the Barony of Westerland from the wealthy port city of Marienburg, but nicknamed the Empress of Coin, she is dismissed for her youth and the influence that the rich Burgomeisters of Marienburg and the volatile cult of the Sea God Manann have over her. Prince Wilhelm I of the Principality of Reikland and his subjects live in the heartlands of the Empire, but are often regarded as being fanatical Sigmar worshippers, ready to fall upon the neighbouring Duchy of Talabec which they claim to be rife with witches! Duke Ludwig XII of the Grand Duchy of Talabec looks to be a fool who prefers hunting and drinking, but his private political manoeuvring is limited since he cannot leave the city of Talabheim and the surrounding forest that filled the Taalbaston, the giant crater in which they stand, lest he lose his right to return. This is despite the fact that Talabheim and the lands within the Taalbaston remain independent. Internal strife is not the only threat that the Empire and its ordinary peasantry, who rather focus on the day-to-day, a good day’s pay for a good day’s pay, cold ale, and solid boots, let alone a warm fire, faces. The County of Sylvania and the marsh Hel Fenn remain sinister regions on the border, despite the Vampire Counts having been defeated a century ago. Orcs and Goblins skulk in the mountains, Beastmen and Undead lurk in the woods despite only being seen as old wives’ tales designed to scare children, and worshippers of the Dark Gods run rampant in the north and practise their vile entreaties in secret elsewhere…

Perched between the Talabec River and the towering walls of the Taalbaston, Talagaad stands on the Wizard’s Way, the road that crosses over the bridge known as the Wizard’s Crossing and up over the walls of the Taalbaston and is the only legal route into the crater. It is a rough, grimy port, its inhabitants working the docks and the ferry crossings and servicing the merchants and other visitors, but seeing relatively little of coin that is raised through sales or taxes. It is a town rife with crime and corruption, petty and otherwise, the town’s notorious ferrymen ready to transport goods and people across the river as much as they are stop mid-river, exhort additional payment, or toss passengers and cargo alike into the river. Smuggling operations closely guarding knowledge of other routes into the Taalbaston that can be followed to avoid paying taxes, whilst Talagaad’s excise officers have garnered a well-deserved reputation for corruption that rivals that of any other port in the Empire.

Taalbaston is the default setting and starting point for Warhammer: The Old World Roleplaying Game, with the game referring to it again and again. Published by Cubicle 7 Entertainment, this is the roleplaying adaptation of Warhammer: The Old World, the miniatures combat rules from Games Workshop. This is set in a period two centuries prior to the better-known roleplaying game set in the Old World, that is, the venerable Warhammer Fantasy Roleplay, Fourth Edition. Its focus is less on the assaults and attacks by the forces of Chaos and on the Chaos within, and more on internal strife, whether political, between the Elector Counts, or religious, between the Sigmarites and Ulricans and others. The Old World as a setting has always drawn heavily from history, particularly the Early Modern period of Europe, but with Warhammer: The Old World and thus Warhammer: The Old World Roleplaying Game, the inspiration is more heavily that of the Thirty Years War and its political and religious strife.

Warhammer: The Old World Roleplaying Game Player’s Guide is the first of two core rulebooks for the roleplaying game. It provides the means to create characters, the core rules, a guide to what Player Characters can do between adventures, details of both magic and religion, and some background on the setting. Essentially, it introduces the Warhammer: The Old World – Roleplaying Game, which combines an earlier setting in the history of the setting with lighter, faster playing rules than those presented in Warhammer Fantasy Roleplay, Fourth Edition.

A Player Character in Warhammer: The Old World is defined by his Origins, Characteristics, Skills, and Careers. The six Origins, which provide the base value for Characteristics, consist of Dwarf, Halfling, High Elf, Human Bretonnian, Human Imperial, and Wood Elf. Each Origin provides a random Talent, base Skill ratings, Lores, and beginning Fate, plus it suggests some names. There are nine Characteristics which are Weapon Skill, Ballistics Skill, Strength, Toughness, Initiative, Agility, Reason, Fellowship, and Fate. Each Characteristic has two associated skills, for example, the skills for Weapon Skill are Melee and Defence, and Willpower and Recall for Reason. Both Characteristics and Skills range in value between two and six. Each Career adds further Skill bonuses and Lores, plus Trappings, Assets, and Contacts, as well as Career Recipe. The Careers range from Apothecary, Artisan, and Boathand to Wildwood Ranger, Witch, and Wizard. Many will be recognisable from Warhammer Fantasy Roleplay, such as Bounty Hunter, Charlatan, Labourer, Rat Catcher, and Road Warden, whilst others are less so, such as a Lothern Sea Guard or Waywatcher. In addition, a Player Character has some connections and assets. Most of the Origins have a unique career. Thus, there is the Knight-Exile for the Bretonnian, the Brewguard and Slayer for the Dwarf, Lothern Sea Guard and Shadow Warrior for the High Elf, Priest for the Imperial, and Waywatcher and Wildwood Ranger for the Wood Elf. Sadly, nothing for the Halfling.

To create a character, a player rolls for his Origins, three random Characteristic bonuses, applies the bonuses from his Origins and rolls for another Talent, and then rolls for his Career. Contacts—all of which are tied into the roleplaying game’s NPCs in Talagaad, and assets—based on the Player Character’s Status are rolled as is physique, demeanour, extra quirks or accessories, and character relationships.

Name: Britta
Origins: Dwarf
Physique: Red-nosed, vigorous, bright as steel Demeanour: Angry, vengeful, fierce as brightstone
Career: Engineer
Characteristics (Skills): Weapon Skill 3 (Melee 3, Defence 3), Ballistics Skill 3 (Shooting 3, Throwing 2), Strength 4 (Brawn 2, Toil 4), Toughness 4 (Survival 2, Endurance 3), Initiative 2 (Awareness 3, Dexterity 3), Agility 3 (Athletics 3, Stealth 2), Reason 3 (Willpower 3, Recall 2), Fellowship 2 (Leadership 2, Charm 2), Fate 2
Lore: Blackpowder, Engineering, Literacy, Lore: Dwarf Mountain Holds, Smithing, Extra Modifications
Talents: Intense Scrutiny, Hatred: Orcs
Assets: Armoury
Trappings: Warhammer, handgun, burgher’s apparel, worker’s leathers, engineering kit, blackpowder kit, writing kit
Contacts: Hunter Lord Leonard Van Obelmann, Commander of the Talabheim 11th regiment occupying Talagaad; They ignored your advice and lost a critical battle as a result—a fact you never let them forget. Malko Matasca, A reputed druid, tortured by visions of dark futures; You have fought alongside them, and seen what happens when they get angry.

Mechanically, Warhammer: The Old World uses a dice pool system. To have his character undertake an action, a player rolls the number of dice equal to the associated Characteristic, aiming to roll equal to or lower than the character’s skill on one or more dice. Each roll equal to or lower than the character’s skill counts as a success. The difficulty of the task will add or subtract dice depending upon if it is easier or harder, and various Lores, Talents, trappings, and Status expectations can also modify the number of dice a player has to roll.

Depending on the circumstances, a test can be Grim or Glorious. If it is Grim, then the player rerolls all successes again and determines his character’s success from that outcome, whilst if Glorious, the player rerolls all failures and determines his character’s success from that outcome. Typically, only a single success is required, but in certain situations, a Player Character might require as many as three successes for a Total Success. In this case, if only one success is rolled, the Game Master can impose a Complication, such as forced expenditure or the Player Character becoming flustered in front of someone important. If the player rolls a Total Success, he can suggest an extra bonus, such as the task being done more efficiently or impressively. If a task is going to take time or require the expenditure of resources, then an Exacting Test is rolled, which requires multiple success over time.
For example, Britta is a gunsmith and her Engineering Lore enables her to invent, operate, and build prototypes of experimental mechanisms, whilst her Smithing Lore means that she knows how to work metal to produce weapons, armour, or tools. Her Blackpowder Lore means that she is used to using and firing blackpowder weapons. She wants to create a clockwork device that will automatically reload her pistol up to two times before it needs reloading. Her Game Master tells her that this will be a detailed test. On a marginal or one success, it will work, but there is a chance that it will take an extra round time to reload rather than doing so ready for the next round; with two rolled success, or a Success, the clockwork mechanism will reload without any problem; and three success, or a Total Success, there is a chance that the reload mechanism is so fast, it enables the pistol to be fired twice in a round!

Britta has a Strength of four and a Toil of four. Her player will be rolling four dice, equal to Britta’s Strength, the aim being to roll four or less on each die as per her Toil skill of four. Unfortunately, Britta’s player rolls a four, seven, eight, and ten, resulting in one or a marginal success. Britta’s player decides that the Dwarf thinks the spring is not strong enough and a new one needs to be fitted to get the right tension.
Despite the majority of inhabitants of the Empire not quite realising that they are living in an age of relative peace and prosperity, their fears are not totally unwarranted. Some have begun to detect signs and patterns and for the Player Characters, this means that their fates are bound to a Grim Portent of things to come, having come to the attention of a powerful, probably evil person or entity. When this happens, it results in a life or death or struggle that will leave the Player Characters scared if they manage to survive. In game terms, a ‘Grim Portent’ is an adventure or session in itself, and really the only discussion of what a Player Character is going to be doing in Warhammer: The Old World. Even then, its description is obtuse.

To survive a Grim Portent, a Player Character will likely need to rely on Fate, of which he will have several points. Fate can be spent or burned. It can be spent to make a test Glorious, to gain a second action, or to help make a tactical retreat. It can be burned, thus reducing the Player Character’s total Fate permanently, to succeed on a test outright, to suffer a near miss and negate a wound, or to make a last stand, and do something incredibly heroic and memorable, but die in the attempt.

Combat is fought in Zones to handle range and each combatant can act and move once per turn. Athletics Tests are required to cross difficult or hazardous terrain without falling prone. It is possible to set up actions, like aiming or helping to set a trap, which will offer bonuses on a subsequent round, and it is also possible to Run to move an extra Zone, to Charge into combat to gain a bonus die on the melee attack, Move Quietly, and even Move carefully to better move around difficult terrain. The Improvise action covers everything else, including shoving a bandit off a cliff or disarming a drunk or taunting an opponent. Combat rolls themselves are opposed. So, an attacker will use his Melee skill to attack with a sword, whilst the defender will use Defence to parry or Athletics to dodge. Whichever combatant rolls the most successes is the winner, with ties going to the attacker.

Failed attacks will actually stagger the attacker, but successful attacks inflict damage equal to the weapon’s damage value plus the number of successes rolled. The resulting value is compared to the defender’s Resilience, which is equal to his Toughness, armour worn, shield carried, and any other abilities. If the total damage is greater than the defender’s Resilience, the defender suffers a wound. If not, the defender is just staggered. If the target is already Staggered, he must either Give Ground, fall Prone, or suffer a Wound. The Give Ground response enables the defender to put some space between himself and his attacker. If all else fails, Retreat is an action all of its very own.

Wounds and their effects are rolled on the ‘Wounds Table’ individually. For example, a ‘Battered Leg’ gives “Your legs buckle as the impact threatens to pitch you to the floor. Test Endurance to avoid suffering the Prone condition. You can remove this condition by using your free move, or the Recover action.” whilst ‘Decapitation’ gives “Your head is struck from your body — if your killer is in Close Range, and has a hand free, they may opt to catch your head and hold it aloft as a trophy. You are dead.” A ten-sided die is rolled for the first Wound suffered, two ten-sided dice for the second Wound, and so on and so on… In this way, damage suffered has the potential to escalate in severity and effect. The table is only used for Player Characters and Champion NPCs. Minions are defeated after suffering one Wound, whilst Brutes and Monstrosities are not, but how they suffer Wounds depends on their profile.

The combat rules also cover mounts and vehicles, whilst the other rules cover investigation, exploration, social encounters—including the class divide, and what the Player Characters do between adventures. This covers various endeavours, including aiding a contact, banking money, changing career, formalising a spell and inscribing it into your grimoire if a wizard, gathering information, investing money, laying low, labouring or crafting, rekindling fate—if the Player Character’s Fate is lower than starting Fate because it has been burned, study lore, test might, and so on. There are a lot of options, or endeavours, here that will definitely keep the Player Characters busy. However, undertaking endeavours is the only way to increase skills rather than from adventuring. Failures on associated tests are tallied and when they exceed the current skill value, the skill will increase.

Religion and belief is covered in the Warhammer: The Old World Roleplaying Game Player’s Guide with a particular emphasis on how the different gods—Ulric, Taal, Rhya, Sigmar, Manann, Morr, Ranald, Verena, Myrmidia, and Shallya—are worshipped and regarded in Talagaad. The gods of the Elves, Dwarves, and Halflings are also discussed, though to a lesser degree. A Priest Player Character does not immediately gain the ability to call upon his god for miracles. The Faith Talent grants him the favour of his god. For example, Ulric’s Favour grants immunity to the cold, recognition as an equal by any wolf, and after suffering a Wound in battle, makes the Favoured one’s next attack Glorious. The second time the Faith Talent is chosen, the Priest gains the blessings or prayers of the god and the third time, the miracles of his god. Each time the Faith Talent is acquired, the Priest is expected to undergo a trial of faith. Whilst several prayers are given for each god, the player is expected to talk with the Game Master to determine what is possible. In general, miracles are more narrative in nature than mechanical. In return, the Priest is expected to adhere to the strictures of his faith. Should he not do so, then there is the possibility of his losing the right to call for miracles, pray, and so on.

Name: Simonius
Origins: Human (Imperial)
Physique: Charmless Demeanour: Brash
Career: Wizard
Characteristics (Skills): Weapon Skill 3 (Melee 2, Defence 4), Ballistics Skill 3 (Shooting 2, Throwing 2), Strength 3 (Brawn 2, Toil 2), Toughness 3 (Survival 2, Endurance 2), Initiative 3 (Awareness 3, Dexterity 4), Agility 3 (Athletics 2, Stealth 2), Reason 3 (Willpower 3, Recall 4), Fellowship 2 (Leadership 2, Charm 2), Fate 3
Lore: Lore: The Empire, Lore: Altdorf,
Talents: Thirst for Knowledge, Touched by the Winds, Arcane Study
Assets: Library
Trappings: Staff, dagger, burgher’s apparel, arcane paraphernalia, writing kit
Contacts: Ambrosia Waxwing, Halfling librarian, studying the threat of the northern marauders; They pay you to bring them information, be it local gossip or scrolls from the Great Library of Altdorf. Valda Kracht, Devoted of Sigmar, spreading the proscribed faith in secret; Be they a fanatic of Sigmar, Ahalt the Drinker, or stranger gods still — you believe you can save them

The status of magic varies across the Empire. It is outlawed in the Reikland and its users are accused as witches and burnt at the stake, whereas in Talabecland, Wizards enjoy greater freedom to practise magic. However, Wizards everywhere are looked upon with superstition and distrust. Most are self-taught, but the recently founded Hexenguilde, attempts to protect and teach Wizards. A Wizard or a Witch has the career Talent of Wizard. Each level in the Wizard Talent grants the Wizard three spells from their Magic Lore. Every spell as a Casting Value, as well as a Target for the spell, and its Range and Duration. A Casting Test is needed to cast a spell, the caster’s player aiming to roll a number of successes equal to the Casting Value with his Willpower skill. No matter the total number of successes rolled, the final number of successes rolled determines a spell’s Potency. It is possible to keep rolling a Casting Value in order to get a better Potency value. The Potency value determines the actual effect of the spell, which will vary spell from spell. Rules are provided for improvised magic, but a selection of spells, organised Lore by Lore is also included. The Lores include Battle Magic, Elementalism, Illusion, and Necromancy.

Not rolling enough successes does not mean that the spell is miscast and a wizard’s player can continue making a Casting Test from one round to the next until the wizard has sufficient successes equal to the Casting Value. However, when the Casting Test is interrupted, the wizard adds a die to his Miscast Pool. As does rolling a nine, since this exceeds the Eight Winds of Magic. If the Miscast Pool exceeds the wizard’s level in the Wizard Talent, the Wizard’s player rolls all of the dice in his Miscast Pool and consults the Miscast Table. The results do not always mean that the spell fails, but rather that the Wizard has drawn too heavily on the Winds of Magic and the backlash causes noticeable side effects.
For example, Simonius, the ‘Worst Wizard in the Old World’, is in a fierce fight with some goblins. His long-suffering companions are putting up a strong resistance and driving the goblins back, with many lying about in pieces from the Slayer’s axe or decapitated from the Halfling’s surprisingly deadly punches, but now a big brute is charging him. He attempts to cast Lightning Blast at the goblin, which inflicts four damage (or five if armoured) plus the casting Potency. It has a Casting Value of two—so unlikely to be too difficult, thinks Simonius’ player, who will be rolling four dice for Simonius’ Reason characteristic and attempting to roll equal to or under his Willpower skill of three. As the goblin charges at Simonius, his player rolls one, seven, nine, and ten. So, one success, but also three failures, one of which is a nine. A die is added to Simonius’ Miscast Pool. The spell has not yet attained its Casting Value, and on the next round, the charging goblin attacks, forcing Simonius to dodge. He is successful, but since this interrupts the casting, it adds a second die to his Miscast Pool. This means it exceeds his Wizard Level and forces a roll on the Miscast Table. Simonius’ player rolls the two dice in his Miscast Pool and gets the result of thirteen: “A hideous stench erupts from you. All those within Short Range of when you rolled this Miscast must immediately Give Ground or suffer a –1d penalty to their next Test. All your Fellowship Tests are Grim until you can next bathe.” This resets the Miscast Pool to zero and even though the goblin is used to horrible stenches, it gives ground. Simonius still has one success and continues his attempt to cast the Lightning Blast. His player makes a second roll with the results of three, six, seven, and nine. This means that Simonius has gained successes equal to the Casting Value and can cast the spell, but the Potency is only one, equal to the number of successes on this round. His Miscast Pool rises by one also. With the goblin on the ground, Simonius’ player decides to roll one more time to increase the Potency. Unfortunately, he rolls one, two, nine, and nine. This not only means that the spell succeeds with a better Potency of two, but it also means that Simonius’ Miscast Pool increases by two to a total of three because of the two nines rolled. This is, of course, a rare result, but then Simonius is the ‘Worst Wizard in the Old World’. Simonius’ player has to roll again on the Miscast Table and the result is twenty-one, or “An unnatural wind whips up around you. Anyone within Medium Range, including you, must make a Hard (–1d) Endurance Test or be knocked Prone.” This includes most of the other Player Characters and the goblins they are fighting, including the goblin that wanted to chop Simonius to bits. Simonius finally decides to unleash the spell and the goblin is blasted for four damage plus the Potency of two. Meanwhile, the other adventurers, now lying on the ground, are once again looking at Simonius askance…
Overall, Warhammer: The Old World Roleplaying Game Player’s Guide presents a set of options that are Warhammer through and through, all set in the Empire, and backs it up with a fast playing, easy to use set of rules. The combat mechanics are straightforward and whilst they do not cover every eventuality, they do allow for some flexibility, especially under the Improvise action, which offers more options than just hitting things. In comparison, the magic rules are more complex, but not overly so, but they are still fast-playing whilst also being more than just a simple matter of casting a spell and triggering its effects. There is some nuance as the player attempts to balance the potential effect of the spell versus the possibility of a miscast and side effects. In comparison, the magic rules are better explained than the combat rules, primarily because as a player’s book, there are no monsters in the Warhammer: The Old World Roleplaying Game Player’s Guide and so there is not an effective example of combat to help the player or Game Master better grasp its play. A table giving the likely outcome for differing dice rolls would also have been useful.

Of course, Warhammer: The Old World Roleplaying Game is not Warhammer Fantasy Roleplay, Fourth Edition. It even states this on the cover with its subtitle, ‘Grim and Glorious Adventures in the World of Legend’ as opposed to ‘A Grim World of Perilous Adventure’. It does not have the options or the detail of the latter, but at the same time, it does not have the complexity of the latter either. To be fair, whatever its edition, Warhammer Fantasy Roleplay has always been a relatively complex game, but to have a faster playing and easier ruleset will be an attractive feature to many players and Game Masters.

One of the big problems with Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not really tell you what it is. The introduction to the setting is slight and it does not expand upon that until the very end of the book when there is more detail on the setting and on the four claimants to the Imperial throne. So, it leaves the reader wondering when, and to some extent, where, it is set. It is obviously a Warhammer roleplaying book, obviously not a Warhammer Fantasy Roleplay, Fourth Edition book, but it lacks context. If you are coming to the Warhammer: The Old World Roleplaying Game Player’s Guide new to the hobby there is a little note to explain what a roleplaying game is and that the best place for the reader to find out more is to look at the Warhammer: The Old World Roleplaying Game Starter Set. However, if you coming to the Warhammer: The Old World Roleplaying Game Player’s Guide from Warhammer Fantasy Roleplay, Fourth Edition—which is a distinct possibility—then the reader is likely to be at loss due to the lack of context and a direct explanation of what he is holding in his hands. When is this set? How does this differ from Warhammer Fantasy Roleplay, Fourth Edition? What does it offer that is different from Warhammer Fantasy Roleplay, Fourth Edition? What is it that the Player Characters will be doing that sets it apart from Warhammer Fantasy Roleplay, Fourth Edition? These are really simple direct questions whose answers could have been used to really sell the Warhammer: The Old World Roleplaying Game.

Physically, Warhammer: The Old World Roleplaying Game Player’s Guide is well presented and has some excellent artwork throughout. It does need an edit in places and in others the explanations need more careful read throughs than they necessarily should.

Ultimately, at this point, the main problem with the Warhammer: The Old World Roleplaying Game Player’s Guide is that it does not have its counterpart, Warhammer: The Old World Roleplaying Game Gamemaster’s Guide. Or even the Warhammer: The Old World Roleplaying Game Starter Set. There is nothing for the Game Master to run or the players and their characters to react to or fight. That will, of course, change, but even then the Warhammer: The Old World Roleplaying Game Player’s Guide does not really explain what it is that the Player Characters are going to be doing, what its differences are between it and its older forbear, and so on. There is a lack of context which means that it is not as grounded as it should be and means that it is not as easy for the Game Master to pitch the roleplaying game to her players as it should be.

The Warhammer: The Old World Roleplaying Game Player’s Guide is everything that a player needs to get started in a version of the Old World and the Empire that is both older and newer. It promises ‘Grim and Glorious Adventures in the World of Legend’ and with its faster playing, easier mechanics it offers a more heroic, more knockabout style of play.